Mercurial > fife-parpg
view engine/core/model/structures/map.h @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | c0c3f64bfc2d |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_MAP_MAP_H #define FIFE_MAP_MAP_H // Standard C++ library includes #include <list> #include <string> #include <vector> // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/resourceclass.h" #include "util/resource/resource.h" #include "model/metamodel/timeprovider.h" #include "util/structures/rect.h" #include "location.h" namespace FIFE { class RendererBase; class RenderBackend; class ImagePool; class AnimationPool; class Layer; class CellGrid; class Map; class Camera; /** Listener interface for changes happening on map */ class MapChangeListener { public: virtual ~MapChangeListener() {}; /** Called when some layer is changed on map. @see LayerChangeListener * Layer is effectively changed, in case some of its instances * is created, deleted or changed during latest update cycle * @param map where change occurred * @param changedLayers list of layers containing some changes * @note Does not report layer creations and deletions */ virtual void onMapChanged(Map* map, std::vector<Layer*>& changedLayers) = 0; /** Called when some layer gets created on the map * @param map where change occurred * @param layer which got created */ virtual void onLayerCreate(Map* map, Layer* layer) = 0; /** Called when some instance gets deleted on layer * @param map where change occurred * @param layer which will be deleted * @note right after this call, layer actually gets deleted! */ virtual void onLayerDelete(Map* map, Layer* layer) = 0; }; /** A container of \c Layer(s). * * The actual data is contained in \c Layer objects * @see Layer */ class Map : public ResourceClass { public: /** Construct a map * To add map to model, one should call Model::addMap (otherwise * map is not registered with the engine properly) */ Map(const std::string& identifier, RenderBackend* renderbackend, const std::vector<RendererBase*>& renderers, ImagePool* imagepool, AnimationPool* animpool, TimeProvider* tp_master=NULL); /** Destructor */ ~Map(); /** Get the identifier for this map. */ const std::string& getId() const { return m_id; } /** Sets the identifier for this map. */ void setId(const std::string& id) { m_id = id; } /** Add a Layer to this Map. Map owns the returned pointer to the new Layer, so don't delete it! */ Layer* createLayer(const std::string& identifier, CellGrid* grid); /** Delete a layer from the map */ void deleteLayer(Layer*); /** Get the layers on this map. */ const std::list<Layer*>& getLayers() const { return m_layers; } /** Get the layer with the given id. */ Layer* getLayer(const std::string& identifier); /** Get the overall number of layers */ uint32_t getNumLayers() const; /** Delete all layers from the map */ void deleteLayers(); /** Maps coordinate from one layer to another */ void getMatchingCoordinates(const ModelCoordinate& coord_to_map, const Layer* from_layer, const Layer* to_layer, std::vector<ModelCoordinate>& matching_coords) const; /** Called periodically to update events on map * @returns true, if map was changed */ bool update(); /** Sets speed for the map. See Model::setTimeMultiplier. */ void setTimeMultiplier(float multip) { m_timeprovider.setMultiplier(multip); } /** Gets model speed. @see setTimeMultiplier. */ float getTimeMultiplier() const { return m_timeprovider.getMultiplier(); } /** Gets timeprovider used in the map */ TimeProvider* getTimeProvider() { return &m_timeprovider; } /** Adds new change listener * @param listener to add */ void addChangeListener(MapChangeListener* listener); /** Removes associated change listener * @param listener to remove */ void removeChangeListener(MapChangeListener* listener); /** Returns true, if map information was changed during previous update round */ bool isChanged() { return !m_changedlayers.empty(); } /** Returns layers that were changed during previous update round */ std::vector<Layer*>& getChangedLayers() { return m_changedlayers; } /** Adds camera to the map. The Map takes ownership of the camera so don't delete it. */ Camera* addCamera(const std::string& id, Layer *layer, const Rect& viewport); /** Removes a camera from the map */ void removeCamera(const std::string& id); /** Get a camera by its identifier. */ Camera* getCamera(const std::string& id); /** Get a list containing all cameras. */ std::vector<Camera*>& getCameras(); private: std::string m_id; std::list<Layer*> m_layers; TimeProvider m_timeprovider; Map(const Map& map); Map& operator=(const Map& map); // listeners for map changes std::vector<MapChangeListener*> m_changelisteners; // holds changed layers after each update std::vector<Layer*> m_changedlayers; // holds the cameras attached to this map std::vector<Camera*> m_cameras; RenderBackend* m_renderbackend; ImagePool* m_imagepool; AnimationPool* m_animpool; // holds handles to all created renderers std::vector<RendererBase*> m_renderers; // true, if something was changed on map during previous update (layer change, creation, deletion) bool m_changed; }; } //FIFE #endif /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */